But understanding what they are and where they intersect will help guide you into a more consistent pile at the end
Countermagic : Mystic Snake, Frilled Mystic, Draining Whelk Reanimation : Karmic Guide, Phyrexian Delver, Extraction Specialist Milling : Manic Scribe, Thieves' Guild Enforcer, Sage's Row Denizen Self-Milling : Stitcher's Supplier, Satyr Wayfinder, Balustrade Spy Discard : Burglar Rat, Mesmeric Fiend, Sin Collector Goading : Insufferable Balladeer, Jeering Homunculus, Vengeful Ancestor "Gain Control" effects : Hostage Taker, Agent of Treachery, Gonti, Lord of Luxury Clones : virtually all of them, though a few are decently pricey
Here's what can sometimes make Miracle a bit complicated: You still draw the card: Whether or not you use the Miracle ability, the card is still drawn
They may have deep bends, extensive scuffs, heavily damaged edges, pen or marker marks, minor water damage, or any defect that makes the card easily recognizable even inside a protective sleeve
There are a total of seven different rarities: L (leader), C (Common), UC (Uncommon), R (Rare), SR (Super Rare), SEC (Secret Rare) and P (Promo Card)
This is very strong in decks that are graveyard literate and Black, like Reanimation around things like Buried Alive and Reanimate, Animate Dead, or others